OpenGL profiling
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07-10-2013, 08:23 AM
Post: #1
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OpenGL profiling
I was looking at gDEBugger, and noticed the following things, but I don't know how much benefit they could give:
When switching shaders, we disable/enable vertex arrays. Often the same ones are used (especially a_position.) It seems like glBindAttribLocation() could even force a particular value across all shaders. In the game I was profiling, glEnableVertexAttribArray and glDisableVertexAttribArray were each 21.19% of function calls (it doesn't seem to do time, which sucks?) Of course, this game is flushing a lot, and is GPU limited on my desktop (99.78% of vertex batches are 6.) It also calls out a lot of redundant calls, for example glViewport(). While STATE4() seems to check for redundancy, restore() doesn't, but that should only be once per frame. It also calls out glColorMask(), glBlendFunc(), glCullFace(), etc. glColorMask(), for example, it says had 148 redundant calls, and I think it was only 50 frames, (buffered rendering -> copy to output is 2 extra, so that makes sense.) This makes me think something is wrong in the redundancy checks... -[Unknown] |
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OpenGL profiling - [Unknown] - 07-10-2013 08:23 AM
RE: OpenGL profiling - Orphis - 07-12-2013, 07:37 AM
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